61 |
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.I \-n |
62 |
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option specifies the maximum surface set size for |
63 |
|
each voxel. |
64 |
< |
Larger numbers result in quicker mesh generation needing |
65 |
< |
less memory, but potentially slower rendering. |
66 |
< |
Smaller values may produce faster renderings, |
67 |
< |
since the default number (15) is on the high side to reduce |
68 |
< |
the compiled mesh octree size. |
64 |
> |
Larger numbers result in quicker mesh generation, |
65 |
> |
but potentially slower rendering. |
66 |
|
Values below 6 are not recommended, since this is the median |
67 |
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valence for a mesh vertex (the number of adjacent faces), |
68 |
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and smaller values will result in pointless octree subdivision. |
69 |
+ |
The default setting is 9. |
70 |
|
.PP |
71 |
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The |
72 |
|
.I \-r |
136 |
|
statement) is numbered 1, and likewise |
137 |
|
for the first texture coordinate and the first surface normal. |
138 |
|
Negative indices count backward from the current position in |
139 |
< |
the input, where -1 is the last vertex encountered, -2 |
139 |
> |
the input, where \-1 is the last vertex encountered, \-2 |
140 |
|
is the one before that, etc. |
141 |
|
An index of 0 may be used for the vertex texture or normal to |
142 |
|
indicate none, or these may be left off entirely. |
184 |
|
To create a compiled triangle mesh from the scene file mesh.obj |
185 |
|
using materials from the file mesh.mat: |
186 |
|
.IP "" .2i |
187 |
< |
obj2mesh -a mesh.mat mesh.obj mesh.rtm |
187 |
> |
obj2mesh \-a mesh.mat mesh.obj mesh.rtm |
188 |
|
.PP |
189 |
|
To use local coordinates to place a square tiled image on a mesh object: |
190 |
|
.sp |